In the last few years, the debate among designers and sustainability experts has brought attention to many different behavioural change approaches and techniques and particularly on “gamification” processes able to better motivate and engage students or even nudge people (consumers) to more environmentally and socially responsible habits (Mousumi, 2021).But since 2011, most of the contradictions about “gamifying” boring or unpleasant experiences have been loudly shared by game designers and thinkers worldwide (Bogost, 2014). It seems that the goal of changing people’s unsustainable behaviours can be achieved by designing brand new sustainable experiences instead of gamifying the unsustainable ones (Yusoff and Kamsin, 2015).This change of pe...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
Purpose: Marketers have begun to investigate the potential of gamification for influencing consumer ...
In the last few years, the debate among designers and sustainability experts has brought attention t...
The current industrialized world is based on patterns of production and consumption that need improv...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
It is now widely accepted that human behaviour accounts for a large portion of total global emission...
Forecasts predict that at the end of this century world population will reach more than ten billion....
Gamification lies in using elements explicitly designed for games in non-playful environments to ach...
Society’s increasing demand to protect the climate puts enormous pressure on companies of all sector...
With the increasing promotion of design for behavioural change as a means of addressing the complex ...
Sustainability has increased its meaning in businesses in recent years and based on that, many com...
Gamification is a new trend that has gained increasing importance in climate protection. In recent y...
The results of top-down policymaking approach are not enough, "sustainable development can not be im...
Cities across the world attempt to minimise the negative environmental and wellbeing effects of incr...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
Purpose: Marketers have begun to investigate the potential of gamification for influencing consumer ...
In the last few years, the debate among designers and sustainability experts has brought attention t...
The current industrialized world is based on patterns of production and consumption that need improv...
The current patterns of production and consumption in the industrialized world are not sustainable. ...
It is now widely accepted that human behaviour accounts for a large portion of total global emission...
Forecasts predict that at the end of this century world population will reach more than ten billion....
Gamification lies in using elements explicitly designed for games in non-playful environments to ach...
Society’s increasing demand to protect the climate puts enormous pressure on companies of all sector...
With the increasing promotion of design for behavioural change as a means of addressing the complex ...
Sustainability has increased its meaning in businesses in recent years and based on that, many com...
Gamification is a new trend that has gained increasing importance in climate protection. In recent y...
The results of top-down policymaking approach are not enough, "sustainable development can not be im...
Cities across the world attempt to minimise the negative environmental and wellbeing effects of incr...
Gamification and sustainability are two topics that have gained a lot of attention in the past few y...
In this chapter, Whalen and Kijne critically engage with two game-based approaches—serious games and...
Purpose: Marketers have begun to investigate the potential of gamification for influencing consumer ...